Supreme Healer (5e Class)

Supreme healer

Supreme healer is a healer who sacrifices himself for others. You are the chosen one from the stars and comets. Your power is to help others, even if they are your enemy.

Creating a Supreme healer


Quick Build

To quickly build a Supreme healer, make Wisdom your highest. Followed by Dexterity, then Constitution. Take the Outlander or Hermit background.

Class Features

As a Supreme healer you gain the following class features.

Hit Points

Hit Dice: 1d12 per Supreme healer level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Supreme healer level after 1st

Proficiencies

Armor: light armor, medium armor, shields
Weapons: Simple weapons
Tools: Choose any four.
Saving Throws: Constitution, Wisdom
Skills: Choose any four.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) two martial weapons or (b) two simple weapon
  • (a) a component pouch or (b) an arcane focus or (c) a staff
  • (a) a scholar's pack or (b) a dungeoneer's pack or (c) a explorer's pack
  • a spellbook
  • If you are using starting wealth, you have 10d10 x 10 in funds.

Table: The Supreme healer

LevelProficiency
Bonus
Martial ArtsFeaturesHealing bonusCantrips Known—Spell Slots per Spell Level—
1st2nd3rd4th5th6th7th8th9th
1st+2-Spellcasting, Healing bonus, Total Concentration, Unarmored Defense1d642
2nd+21d6Action Surge, Martial arts1d643
3rd+21d6Life infusion, Equinox1d6542
4th+21d6Ability Score Improvement, Deflect Missiles1d6543
5th+31d6Extra attack1d86432
6th+31d8Ability Score Improvement, Hope1d86433
7th+31d8Evasion1d874331
8th+31d8Ability Score Improvement1d874332
9th+41d8Extra attack(2)1d10843331
10th+41d10Ability Score Improvement1d10843332
11th+41d10Martial arts Quality, Hope(2)1d109433321
12th+41d10Ability Score Improvement1d109433321
13th+51d10Extra attack(3)1d1294333211
14th+51d12Vanish1d1294333211
15th+51d12Timeless Body1d12943332111
16th+51d12Ability Score Improvement, Hope(3)1d12943332111
17th+61d12Extra attack(4)3d69433321111
18th+62d12Action Surge(2)3d69433331111
19th+62d12Ability Score Improvement3d69433332111
20th+62d12Spells Recovery 3d69433332211

Spellcasting

Spellcasting Ability

Wisdom is your spellcasting ability for your spells. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one. You know all of the spells in the class, but you'll only be able to use them with the necessary spell slot Supreme healer Spell List.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellbook

At 1st level, you have a spellbook containing four 1st-level Supreme healer spells of your choice. Your spellbook is the repository of the Supreme healer spells you know, except your cantrips, which are fixed in your mind.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Supreme healer spells.

Healing bonus

The amount of the Healing bonus increases as you gain levels in this class, as shown in the Healing bonus column of the Supreme healer table.

Total Concentration

At 1st level you are permanently under the concentration effect

Unarmored Defense

At 1st level your Armor Class equals 8 + proficiency bonus + your Dexterity or Strength for modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Martial arts

At 2nd level, Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Supreme healer weapons, which are the following:

Simple Melee Weapons Martial Melee Weapons that have the Light property You gain the following benefits while you are unarmed or wielding only Supreme healer weapons and you aren't wearing armor or wielding a Shield.

Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action.

Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Supreme healer weapons. This die changes as you gain Supreme healer levels, as shown in the Martial Arts column of the Supreme healer Features table.

Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Supreme healer weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.

Action Surge

you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again.

but only once on the same turn.

Life infusion

Starting at the 3rd level, You sacrifice some of your health to mend another creature's injuries. You take 1d8 necrotic damage, which can't be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.

Equinox

Starting at the 3rd level, you can Use react to cast spell Effect "Antimagic Field" without wasting Spell Slots. The area within 10-foot radius of the center becomes a magical defense field for a short period of time. When living things enter or stay in that area Its speed will drop to 0 on my turn. You may use this feature a number of times equal to your Wisdom modifier, and you regain all uses of this feature after you finish a long rest.

Deflect Missiles

Starting at the 4th level, you may use your reaction when you are hit by a ranged weapon attack to deflect or catch the missile. When you do so, the damage you take is reduced by 1d10 + your Dexterity modifier + your Supreme healer level.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This increases to 3 attacks starting at 9th level and 4 attacks at 13th level and 5 attacks at 17th level.

Hope

Starting at the 6th, range 30 feet for the duration. (Wisdom per min.)

  • Each target has advantage on Wisdom saving throws and death saving throws.
  • Regains the maximum number of hit points possible from any healing,
  • Unarmored Defense AC + Wisdom.
  • Healing bonus + Wisdom.
  • You gain one additional reaction per round.

ends automatically if you are reduced to 0 hit points, go unconscious, or otherwise incapacitated. At 11th level range 60 feet, and again at 16th level range 120 feet. You may use this feature a number of times equal to your proficiency bonus modifier, and you regain all uses of this feature after you finish a long rest.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Martial arts Quality

Starting at the 11th level, when you make an unarmed strike, you may change the damage to the chosen type. This counts as magical damage and ignores resistance and immunity.

Choose one element: Rock (Bludgeoning, Piercing and Slashing), Fire, Cold, Lightning, Poison, Acid, necrotic or Radiant.

Vanish

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

Timeless Body

At 15th level you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Spells Recovery

At 20th level, you can draw on your inner reserve of mystical power while entreating your expended spell slots.

Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Supreme healer Spell List

You know all of the spells on the basic Supreme healer spell list

Cantrips

Control Flames, Guidance, Gust, Light, Mold Earth, Shape Water, Sorcerous Burst, Spare the Dying, True Strike.

1st Level

Armor of Agathys, Command, Cure Wounds, Detect Evil and Good, False Life, Feather Fall, Goodberry, Healing Word, Heroism, Protection from Evil and Good, Searing Smite, Shield, Sleep, Thunderous Smite, Wrathful Smite, Zephyr Strike.

2nd Level

Aid, Branding Smite, Enhance Ability, Healing Spirit, Misty Step, Prayer of Healing, Wither and Bloom.

3rd Level

Aura of Vitality, Blinding Smite, Create Food and Water, Life Transference, Mass Healing Word, Motivational Speech, Remove Curse, Revivify, Vampiric Touch

4th Level

Aura of Life, Guardian of Nature, Death Ward, Staggering Smite,

5th Level

Enervation, Mass Cure Wounds, Negative Energy Flood, Raise Dead, Reincarnate, Banishing Smite,

6th Level

Heal, Heroes' Feast, Soul Cage, Tenser's Transformation, True Seeing, Wind Walk

7th Level

Draconic Transformation, Regenerate, Resurrection, Temple of the Gods.

8th Level

Antimagic Field, Demiplane, Holy Aura, Maddening Darkness, Mighty Fortress, Power Word Stun, Telepathy.

9th Level

Mass Heal, Mass Polymorph, Power Word Heal, True Resurrection, Wish.

Multiclassing


Prerequisites. To qualify for multiclassing into the Supreme healer class, you must meet these prerequisites: Wisdom of 16.

Proficiencies. None


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